Next patch will be a tweaking of the meshes and a few textures to get the brightness worked on.
NovaCameron
Skyboxes only affect the lighting, not the textures or meshes in any way. The Pirate base was textured like that. I did mess with the rendering file which the PirateBase counts as a planet which was the one I messed with the most. Uploading now. Was tired today so it was slow working. EDIT: Patch up. Full is uploading.
i didn't change the pirate mesh lol.
No.. the size is just for upgrade costs, which are higher for larger ones. I've thought about making them more different but I'm not sure how. Maybe bonus pop...
Have the AI have the ability to move it's capital to a better strategic position.
[e digicons]:omg:[/e] [e digicons]o_O[/e] Nope... I didn't do that.... (Many things in the mods tend to just.... happen....) I said advisable. Not that you have to. It's already priced that way and works that way. ALL the premade maps have been reworked. They might need some more tweaking though. EDIT: I've fixed the random glow strip on the moons. Removing the cloud rendering section seemed to do it. EDIT 2: Fixed the non-spawn
Turn off the bloom. That make it way better if it bothers you. The planets have the same gloss setting as the original ones. But I may double it. Planets are bright but bloom and glossiness tend to be overkill. It's a common feature in games these days. :P Only the tech 2 and tech 1 planet will see the major increase in log and tac slots. (tech 3 and 2 actually dropped alittle.) Capital prices are being reworked so it is high advisable to move your capital to a tech 2 or tech 1 pl
To be honest I don't want you to fully upgrade planets in a game. They can be so ridiculously powerful. I also want to crimp players ability to reach this point to the point where you don't reach it in a normal game. To have all your planets fully upgraded should be the rare exception. Because I just work on planets, not ships or techs I don't plan to edit them. Though I am thinking of doubling the tac and civ slots... I'll drop the base market price by 50% and limit the marke
it slows down the game some what but i think i balanced them well so you don't really notice.
Eh. I don't know what causes that. Moons can be glitchy sometimes for random reasons. Since this is your first time running it give the exe some time to figure out what I've done. It dies sometimes when you first load it. Overload I guess. :P Edit: flipping both skyboxes off and then back on also helps to with any glitches that may pop up. I had some serious green light even though I never made a skybox with green light. Also most of the lighting issues that pop up are from
IT'S UP!!!!!! [e digicons]:grin:[/e] EDIT: srry missed a file when I packed it. Just plop in the texture folder.
[e digicons]:grin:[/e] YAY! Done! I'll just wrap it up and upload it soooooon! (Edit: oops forgot to fix up the new random planet lists and edit the last galaxy issue...)
I'm not changing much. I just needed to up the range and speed. Otherwise it takes waaaay too long. And defense platforms don't become useless. No, it would be madness going through. There is nothing left of the planets, stars, and skyboxes from vanilla sins. Even the planet bonuses have been eliminated. I'm not going to change ships or buildings except from the 4 defense platform files. What you will go mad from is changing the planets. :P I got them balanced very nicely. There w
Defense platforms have received a 50% increase in range. Ship speed has also been increased by 50%. Market now has more volatility and is more pricey. Jump degrees have been dropped from 45 to 30 due to larger grav wells. Planets now are MUCH farther apart. This is to reduce if not eliminate the grav well overlap problem. Also will reduce loads on systems as it will minimize the number of planets rendered at one time.
Well... TBH it IS done... I'm just deciding if I want to put in stars as planets as well... Oh and I need to remake the random groupings....
I've fixed that. The new rendering files are 'lighter' on the CPU. It's also the size of the space. It's the Grid Lines that are the issue. The HUGE spaces now caused more grid lines and thus killer slowdowns.
That's what the Low class planets are for. :p They are planets, that for whatever reason (location, newly discovered, deadly, poisonous, war, whatever you can think of.) despite the fact that they are habitable class planets lack a substantial population. These planets are usually characterized by the lack of a night side. [e digicons]:grin:[/e] Ice and Volcanic are the only misleading ones as most of their population centers are underground and thus don't emit any light.
Eh. I think I made the Icons a tad too big. But they are nice and shiny. You decide
Nearly done. ;) Oh and Goa should be happy I fixed the rendering files so there is a nice smooth transition from day to night though it does happen quickly. :p
Sad. That's what. lol
Well I'm trying to push the engine to it's limits regarding stars and planets. Of course the light doesn't even come from the star so there is no reason to expect it to be perfect. It may be odd but it's what we got to work with. And it's also due to the fact I am still messing with the rendering files somewhat and the differences in the pics are different rendering tries.
I made them that way.... An entire new set of night textures would have to be created just for the lower planets that are barely inhabited. Which would be black with a few specks of yellow. So I leave them black. Saves space and looks good. As for the day/night dividers. This makes it more realistic. The way vallina had it planets could bend light around them to light the other side where light had no way of reaching it on a straight line. Look at any actual planet photo and you will
LOL I'm just an insane coder. :P
There are 50 Skyboxs that don't have a texture. (well they do just a small transparent one that's shared to save space. I refuse to make sky textures like IC did.) But each of them have lighting effects that match the class/color of the system's star. The background stars have had their mesh replaced and retextured as a galaxy. Thus O-Class stars will have VERY blue lighting, B-Class will have blueish lighting, A-Class will have White lighting, G-classes will have yello
'off'? Most are not supposed to have anything there. Why waste a texture on black? That is THE skybox. One and only texture. (There are like 50 'effects' skyboxes with no texture but have unique light settings for the stars.) It's a massive texture to. 20MB 4Kx8K.